mapspinner 0.1.52 → 0.1.53
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/shaders/terrain.glsl +10 -3
package/package.json
CHANGED
package/src/shaders/terrain.glsl
CHANGED
|
@@ -2179,10 +2179,17 @@ void main() {
|
|
|
2179
2179
|
// under the ocean'): the old absorb (4,0.8,0.3)/km + a 50->500m hard fog fade closed the view to
|
|
2180
2180
|
// opaque blue within ~500m. Lower the coefficients (still red-first absorption) and push the hard
|
|
2181
2181
|
// fade to ~3-15km so the seabed landscape is explorable; red still fades fast (realistic blue cast).
|
|
2182
|
-
|
|
2182
|
+
// MUCH CLEARER (user 2026-06-14 'we cant see the ocean floor properly'): the deep-ocean floor is
|
|
2183
|
+
// km below, so even 'clear' (1.0/0.30/0.15) water + a 3-15km fade hid it. Drop the coefficients
|
|
2184
|
+
// hard and push the fade to ~10-50km so the ocean FLOOR reads as terrain from a long way off
|
|
2185
|
+
// (game-clarity over physical realism; red still absorbs first for a natural blue-green cast).
|
|
2186
|
+
// FOG 10x LESS (user 2026-06-14 'make the fog 10x less / doesnt look right under the water'):
|
|
2187
|
+
// extinction /10 and the hard fade pushed 10x out so the ocean floor reads clearly from a long
|
|
2188
|
+
// way off with only a faint blue tint, not a wash of fog.
|
|
2189
|
+
vec3 absorb = vec3(0.035, 0.010, 0.005) * (1.0 + depth * 0.0001);
|
|
2183
2190
|
vec3 uwTrans = exp(-absorb * dKm);
|
|
2184
|
-
vec3 uwFog = vec3(0.004, 0.
|
|
2185
|
-
color = mix(color * uwTrans + uwFog * (1.0 - uwTrans), uwFog, smoothstep(
|
|
2191
|
+
vec3 uwFog = vec3(0.004, 0.09, 0.18) + vec3(0.0, 0.015, 0.03) * depth / 1000.0;
|
|
2192
|
+
color = mix(color * uwTrans + uwFog * (1.0 - uwTrans), uwFog, smoothstep(100000.0, 500000.0, dKm * 1000.0));
|
|
2186
2193
|
}
|
|
2187
2194
|
// RIVERS post-lighting (witnessed browser-2115/2118: the river-blue in ALBEDO is multiplied
|
|
2188
2195
|
// by the warm sun irradiance (sunIrr.b is low) so land rivers lose their blue in the lit
|